Jumping Junction
Project Status:
On Going
Project Type:
Personal Project
Software Used:
UE5.7
Languages Used:
Blueprints
Primary Role(s):
System & Level Designer
Development Log
1/20/26
Started documenting my development process. Short session, but focused on consistency.
Created tutorial trigger volumes that display HUD text by toggling visibility on overlap. Also created a parent class to reuse for future tutorial volumes.
Currently, each HUD text element exists at all times but is hidden until triggered. This may not be the most optimal approach, so I’ll monitor performance as more elements are added.
1/26/26
Created a reset button that restores all pickups in the level. Instead of destroying pickups, I now toggle their visibility and track whether they’ve been collected.
Also added a “status clear” volume to remove all active buffs when resetting. This prevents unintended stacking (e.g., excessive jump counts).
1/27/26
Reworked pickups (double jump and dash) into child classes of a parent pickup blueprint. This allows the reset system to loop through all pickups efficiently.
Ran into an issue where dash required separate visibility logic despite being in the parent class—will revisit if problems persist.
1/30/26
Added input mapping for dash.
2/2/26
Goals:
- Improve UI to display jump/dash counts in real time
- Add player shadow for spatial awareness (Nintendo-style)
Completed:
- Updated UI using Event Tick (will monitor performance)
- Finalized dash logic (only usable when charges > 0)
- Added icons and fixed HUD layout
- Implemented a shadow indicator under the player (WIP)
- Cleaned up scene for testing
2/7/26
- Added crosshair aligned with camera using line trace
- Fixed shadow visibility based on camera pitch
- Improved crouch behavior for better aerial control
- Implemented toggle sprint (may remove later)
- Added basic UI for sprint state. Noticed a bug where pickups occasionally respawn incorrectly.
2/11/26
- Fixed bug where jump count wasn’t resetting properly
- Noticed pickups sometimes lose their mesh—needs further debugging
Outlined plan for a 5–8 level demo.
Sketched initial layout for Level 1.
2/12/26
- Added checkpoint system
- Considered replacing text tutorials with a narrated voice (inspired by The Stanley Parable)
Fixed disappearing mesh issue—likely caused by shadow map settings. Adjusted project settings to prevent Unreal from culling assets.
Design consideration:
Sprint may be removed or turned into a pickup. Unlimited sprint allows players to bypass level design too easily.
Also evaluating level design direction:
- Linear, puzzle-based progression
- vs.
- Open-ended paths with multiple solutions and speedrunning potential
2/17/26
Built Sections 2 and 3 of Level 1.
Still experiencing occasional mesh disappearance—possibly due to many active actors.
2/18/26
Prepared Level 1 for browser playtesting:
- Disabled dev tools, debug prints, and unused systems
- Cleaned blueprints and added comments
- Temporarily removed sprint
- Fixed pickup issues (Niagara system + lifetime settings)
- Improved audio feedback
- Added death sound and visual feedback
2/19/26
Refactored tutorial system into a single reusable blueprint with editable text variables.
2/23/26
Added more tutorial triggers and adjusted checkpoint placement.
2/24/26
- Created win screen
- Implemented level completion timer
- Built basic menu system (new game mode, UI, level)
2/26/26
- Cleaned level and removed debug elements
- Added tutorial prompts for controls
- Continued work on end-level time comparison system (WIP)
- Added win sound effect
3/8/26
Returned from break with a structured plan:
- Deliver a playable MVP on my website
- Fix pickup despawning issue
- Improve tutorial clarity and feedback
- Fix level completion timer
Also researched hosting solutions (Pixel Streaming, web builds, and portfolio best practices).
3/21/26
- Completed time tracking using Game Instance
- Created main menu HUD
- Added pause menu (needs polish)
- Continued research on browser-based deployment
- Still debugging pickup issues
3/28/26
Successfully deployed the game via streaming, but latency is currently too high for a good player experience.
Next steps:
- Focus on designing Levels 4–8
- Prioritize level design improvements
- Continue light iteration on core mechanics